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Author Topic: SoundSense: a sound engine for dwarf fortress.  (Read 578921 times)

funkydwarf

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1335 on: January 03, 2016, 04:04:03 pm »

first thing i would try is to get rid of the space in the Dwarf Fortress directory. If its some sort of script, and someone somewhere did put it or carry over the " in the right place it could be looking for a file called Fortress in the directory called C:Users\Username\Desktop\Dwarf.  If it works without the space, maybe something else somewhere is off.

 actually on second thought


dont you set you Dwarf fortress directory in the sound sense settings? did you type in the directory location or browse to it?  maybe, if you typed it you need quotes around it all.

like this in the setup?

"C:Users\Username\Desktop\Dwarf Fortress"

NOT
C:Users\Username\Desktop\Dwarf Fortress
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Nomadticize

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1336 on: January 03, 2016, 07:50:49 pm »

You were right, it was the space in the folder between the words Dwarf and Fortress, that was throwing off soundSense. After removing the space, everything is now working fine. Thank you for your time and help.  :)
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Bodkin

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1337 on: January 19, 2016, 05:06:15 am »

Can Soundsense be configured to play everything but music? (Someone asked this before, and nobody answered.) This is no criticism of the music included in the pack, which is lovely, but it just isn't how I play. No matter what the game is, my first action is always to go into the configuration and turn off the music so I can make my own soundtrack. I know I'm not the only one; can anybody help?
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BlackSmokeDMax

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1338 on: January 19, 2016, 03:24:05 pm »

Can Soundsense be configured to play everything but music? (Someone asked this before, and nobody answered.) This is no criticism of the music included in the pack, which is lovely, but it just isn't how I play. No matter what the game is, my first action is always to go into the configuration and turn off the music so I can make my own soundtrack. I know I'm not the only one; can anybody help?

While watching streams with people who have soundsense running, I have heard them say they turned off the music, but the change doesn't take affect until a season change in game. Not at all sure if this is accurate or not, so take that with a grain of salt.

Sorry my info is second hand, but I don't have Java installed so can't use Soundsense to check it out myself. Anyway, hope that helps!

edit: btw, you aren't the only one to turn off in game music. I never hear them beyond the time it takes me to get into the menus to turn them off. Doesn't really matter to me if they are good or not, I just don't like it on while playing.
« Last Edit: January 19, 2016, 03:28:38 pm by BlackSmokeDMax »
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Button

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1339 on: January 19, 2016, 05:25:07 pm »

Can Soundsense be configured to play everything but music? (Someone asked this before, and nobody answered.) This is no criticism of the music included in the pack, which is lovely, but it just isn't how I play. No matter what the game is, my first action is always to go into the configuration and turn off the music so I can make my own soundtrack. I know I'm not the only one; can anybody help?

Look at SoundSense. It has a little row on each track it's currently playing. Click the little speaker icon next to the "music" track to mute the music immediately.
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Saiko Kila

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1340 on: February 05, 2016, 08:01:48 am »

I've seen people referring to soundsense playing music  located outside of DF directory, with absolute paths. But how someone sets up that? I have added some entries (for background music) to adventurer.xml, they are visible in the Sounds Configuration tab, I can click them, click Start to play them, and then soundsense plays them back. The channel used for this is named "manual playback". But it doesn't select them when during actual gameplay, in the "music" channel.

I get the warnings about absolute path when I start soundsense, but they are only warnings, right?
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Saiko Kila

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1341 on: February 07, 2016, 03:45:07 pm »

I've seen people referring to soundsense playing music  located outside of DF directory, with absolute paths. But how someone sets up that? I have added some entries (for background music) to adventurer.xml, they are visible in the Sounds Configuration tab, I can click them, click Start to play them, and then soundsense plays them back. The channel used for this is named "manual playback". But it doesn't select them when during actual gameplay, in the "music" channel.

I get the warnings about absolute path when I start soundsense, but they are only warnings, right?

I've found the problem - it was soundsense.lua script for dfhack. It writes the fortress-mode message depending on season into the gamelog.txt ("spring has arrived" etc.), and this functionally overrides the adventure-mode finding pattern. So my changes to adventurer.xml were doing nothing, since it was seasons.xml which was running instead, heh.

EDIT:
I've modified the script in my copy of game, so it checks whether the Adventure mode is run or not, and detects season only in non-adventure modes. Maybe it will be handy for someone. The changed fragment is:
Code: [Select]
        if op == SC_WORLD_LOADED then
            if df.global.gamemode==1 then
              qerror("Adventure mode, omitting season detection.")
            else
              dfhack.gui.writeToGamelog(seasons[df.global.cur_season]..' has arrived on the calendar.')
            end
        end

This way I can have separate set of background music for adventure mode, and separate one for fortress mode, without deactivating the script.
« Last Edit: February 07, 2016, 05:03:36 pm by Saiko Kila »
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1342 on: February 26, 2016, 05:20:17 am »

(small heads up: I got some time for play new df and started slowly to update soundpack with new events. Also, very tallented SFX artist joined up and is woking on improving and updating sounds.)

PeridexisErrant

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1343 on: February 26, 2016, 08:56:11 am »

That's great news!

And a request - would you mind hosting the latest soundsense release on DFFD? That way there's a single link to check, a day people can get email notifications on updates ;)
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Bumber

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1344 on: February 27, 2016, 02:13:54 am »

It it possible to disable individual sound events? I can disable categories from the GUI, but not individual entries.
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Bumber

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1345 on: March 01, 2016, 10:16:54 am »

(small heads up: I got some time for play new df and started slowly to update soundpack with new events. Also, very tallented SFX artist joined up and is woking on improving and updating sounds.)
Can you include one for hunting vermin? Dehydrating in trees is the #1 cause of death in my fort, and I never notice the message.
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Dirst

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1346 on: March 01, 2016, 10:30:35 am »

(small heads up: I got some time for play new df and started slowly to update soundpack with new events. Also, very tallented SFX artist joined up and is woking on improving and updating sounds.)
Can you include one for hunting vermin? Dehydrating in trees is the #1 cause of death in my fort, and I never notice the message.
I'm thinking a vocalization along the lines of "Ewwwwwwwwwwwww!"
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Bumber

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1347 on: March 01, 2016, 10:52:38 am »

(small heads up: I got some time for play new df and started slowly to update soundpack with new events. Also, very tallented SFX artist joined up and is woking on improving and updating sounds.)
Can you include one for hunting vermin? Dehydrating in trees is the #1 cause of death in my fort, and I never notice the message.
I'm thinking a vocalization along the lines of "Ewwwwwwwwwwwww!"
"C'mere you!" *squeek* *squeek*
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Raven

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1348 on: March 09, 2016, 05:38:58 am »

nevermind... my mistake
« Last Edit: March 09, 2016, 05:41:53 am by Raven »
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1349 on: March 13, 2016, 10:00:55 am »

I have updated soundpack, more is to come in future!

Get it here: http://df.zweistein.cz/soundsense/soundpack.zip or via autoupdate.

Also, SS is now on dffd: http://dffd.bay12games.com/file.php?id=11849

(small heads up: I got some time for play new df and started slowly to update soundpack with new events. Also, very tallented SFX artist joined up and is woking on improving and updating sounds.)
Can you include one for hunting vermin? Dehydrating in trees is the #1 cause of death in my fort, and I never notice the message.

But that is fun!

(will do it next time, i have added it to my todo list:) )
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